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# OpenXR.NET
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This repository contains low-level bindings for MeshOptimizer used in Evergine.
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This binding is generated from the MeshOptimizer release:
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https://github.com/zeux/meshoptimizer/releases/tag/v0.22
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[![CI](https://github.com/EvergineTeam/Meshoptimizer.NET/actions/workflows/CI.yml/badge.svg)](https://github.com/EvergineTeam/Meshoptimizer.NET/actions/workflows/CI.yml)
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[![CD](https://github.com/EvergineTeam/Meshoptimizer.NET/actions/workflows/CD.yml/badge.svg)](https://github.com/EvergineTeam/Meshoptimizer.NET/actions/workflows/CD.yml)
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[![Nuget](https://img.shields.io/nuget/v/Evergine.Bindings.MeshOptimizer?logo=nuget)](https://www.nuget.org/packages/Evergine.Bindings.MeshOptimizer)
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## Purpose
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When a GPU renders triangle meshes, various stages of the GPU pipeline have to process vertex and index data. The efficiency of these stages depends on the data you feed to them; this library provides algorithms to help optimize meshes for these stages, as well as algorithms to reduce the mesh complexity and storage overhead.
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## Pipeline
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When optimizing a mesh, you should typically feed it through a set of optimizations (the order is important!):
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Indexing
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(optional, discussed last) Simplification
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Vertex cache optimization
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Overdraw optimization
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Vertex fetch optimization
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Vertex quantization
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Shadow indexing
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(optional) Vertex/index buffer compression
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Go to the original repository for more details:
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https://github.com/zeux/meshoptimizer

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